Search found 86 matches

by CyberBill
Tue Jun 06, 2006 4:11 am
Forum: PS2 Development
Topic: what is the resolution at which ps2 works?
Replies: 10
Views: 4326

That was kind of my point, the display capabilities have -NOTHING- to do with the processor or system, or the number of 'bits' a system has. PC may be 32bits or 64bits, but remmeber you can still run your desktop in 4color or 16color or 256color (8bit per pixel), 16bit (65,000 colors), 24bit or 32bi...
by CyberBill
Sun Jun 04, 2006 7:50 pm
Forum: PSP Development
Topic: merging colours
Replies: 4
Views: 2338

It just relies on having both a 'material color' and an alpha blended texture. The texture is of the explosion with an alpha mask, and then you can just make the textured quad get bigger over the course of 250ms or so, while also reducing the alpha of the material color. (So that the material color ...
by CyberBill
Sun Jun 04, 2006 2:12 pm
Forum: PS2 Development
Topic: what is the resolution at which ps2 works?
Replies: 10
Views: 4326

LOL Let me explain... the "16 bits" or whatever usually has no meaning as to the graphics of a system. For instance the Nintendo was 8bit but really only had like 16 colors for a given sprite. I think in total it could actually do 256 colors (8bit) but not on the same line or something. Re...
by CyberBill
Sun Jun 04, 2006 2:00 pm
Forum: PSP Development
Topic: merging colours
Replies: 4
Views: 2338

You're going about it all the wrong way. Instead of manually getting each pixel, manipulating its values, and setting it back, which would be HORRENDOUSLY slow, do this: Make a quad, color it red, give it an alpha channel of like 40% or whatever, and draw it over your entire screen after your done d...
by CyberBill
Wed May 24, 2006 9:02 am
Forum: PSP Development
Topic: Problem porting a game from PC to PSP
Replies: 17
Views: 7096

Dont disable exceptions....

Its more complicated and a bigger pain in the ass to worry about your game objects having #INF or #NAN values than it is to just fix the algorithms that make them creep in in the first place.
by CyberBill
Wed May 24, 2006 7:35 am
Forum: PSP Development
Topic: Problem porting a game from PC to PSP
Replies: 17
Views: 7096

Ahh yes, the PSP will hang when it hits floating point exceptions, where as PC will just continue on and put a value like #INF or 0 in its place. Ensure that you arnt doing any divide by 0s, or any overflows or underflows. To really stress your code, use something like this: float intToFloat&#40...
by CyberBill
Wed May 24, 2006 7:26 am
Forum: PSP Development
Topic: Problem with a genuine randomizer
Replies: 27
Views: 10157

You need to be a little more specific with the way you're drawing text & what sBuffer is.

Please post the code that calls the get_random() function and we can help you figure out whats wrong, because the get_random() function looks correct to me.
by CyberBill
Wed May 24, 2006 7:22 am
Forum: PSP Development
Topic: PSP 3D Programming
Replies: 11
Views: 4983

To answer the original question, the PSP uses very OpenGL-like code.

However, you're probably going to have more of a problem learning the 3d math of matrices & vectors & quaternions than you will have getting things to draw on the screen.
by CyberBill
Wed May 24, 2006 7:20 am
Forum: PSP Development
Topic: Help!, Whats wrong with my code?
Replies: 3
Views: 1909

You're code should look more like: typedef struct{ int x, y; }Objects; Objects Robot[10]; int main() { Robot[0].x = 100; Robot[0].y = 100; } Remember that an array of size 10 is indexed 0 - 9, not 1 -...
by CyberBill
Wed May 24, 2006 7:18 am
Forum: PSP Development
Topic: getting character out of integer
Replies: 10
Views: 3249

initials[3] = '\000'; ??? Why three 0's?? You only need: '\0' or, better yet, just do: initials[3] = 0; to answer some other questions from above, there are times when you need to take 0-25 (or 1-26) as a letter in the alphabet, and the easiest way to do that is: char mychar = 'A' + num; or (num-1)....
by CyberBill
Thu May 18, 2006 4:12 pm
Forum: PSP Development
Topic: Homebrew for PSP Publishers
Replies: 12
Views: 6524

PBP cannot be loaded nonwhatsoever the devunits do not know about pbp loading and pbps are done on sony side so best bet is to stick to good ol' elf/prx as those work fine also you would do best to not have such magic keywords in your elf like ms0:/ and lsfatms0:/ as another user has suggested crea...
by CyberBill
Thu May 18, 2006 4:11 pm
Forum: PSP Development
Topic: Homebrew for PSP Publishers
Replies: 12
Views: 6524

You arnt able to burn a CD or a DVD of the files... The files have to be generated using an internal tool that packages the files into the correct format that the testkit or devkit can use. As previously stated, sending them a memstick isnt advisable because unless they have a 1.0 or 1.5 retail PSP ...
by CyberBill
Wed May 10, 2006 12:49 pm
Forum: PSP Development
Topic: Help outputting the system clock
Replies: 7
Views: 2858

%u16 will print an unsigned number followed by a 16.... heh
by CyberBill
Mon May 08, 2006 3:27 am
Forum: PSP Development
Topic: Sample/snippet of how to rotate an image using gu functions?
Replies: 4
Views: 2762

Rotating texture coordintaes would not give the desired effect...

Edges would be cut off, because the image on the screen is still square at all times.

To make sprites rotate, you need to stop using sprites and start using quads... vertex and matrix time. :)
by CyberBill
Sat Apr 29, 2006 4:57 pm
Forum: PSP Development
Topic: Start UMD (with boot.bin) using Load and Start Module
Replies: 9
Views: 3675

The issue here is that if you're planning on making a loader that runs games from UMD, those games will never return. So both programs will be loaded and running at the same time after you start it. If you're displaying an image, you cant afford to 'steal' that memory from the game you're trying to ...
by CyberBill
Thu Mar 16, 2006 7:15 pm
Forum: PSP Development
Topic: PSP homebrew crashes
Replies: 5
Views: 2276

I just noticed that you never intialize "object". Its a global pointer so its pointing at NULL.

You need to do:

object = new objects[numobjects];

Also, you're naming of object and objects is backwards, you should switch them so each item is an object, and the collection is objects.
by CyberBill
Thu Mar 16, 2006 7:12 pm
Forum: PSP Development
Topic: PSP homebrew crashes
Replies: 5
Views: 2276

First rule in debugging... start small, and slowly add code until you can reproduce the problem.

Take out all of your code that does stuff, and get it so you can run. You probably have a divide by zero or you're accessing an invalid memory address.
by CyberBill
Sun Feb 05, 2006 6:33 pm
Forum: PSP Development
Topic: Switching from malloc() to sceKernelAllocPartitionMemory()
Replies: 7
Views: 2876

Dont use that function. Use the sceKernelCreateFpl function (not sure if thats the exact spelling & capitalization) Fpl = Fixed Pool Theres also sceKernelAllocFpl which allocates inside of it. I'm fairly certain that CreateFpl internally calls AllocPartitionMemory, but Id still stay away from it.
by CyberBill
Sun Jan 01, 2006 2:53 am
Forum: PSP Development
Topic: fread weirdness with larger files
Replies: 10
Views: 5896

The PSP is really... strange... in the way it handles file IO.

For instance, when doing any disk IO you can pass in a 'repeat' factor that says how many times to retry something, because it doesnt always work.

So, I say you call it until it does what you want. But thats just me :)
by CyberBill
Sun Jan 01, 2006 2:18 am
Forum: PSP Development
Topic: fread weirdness with larger files
Replies: 10
Views: 5896

Have the PSP do a format on the memory stick and give it another go

I have had VERY strange problems with a memory stick that have been solved this way, due to corruption.
by CyberBill
Tue Dec 13, 2005 3:45 am
Forum: PSP Development
Topic: My program becomes slower each time I define a function!
Replies: 5
Views: 2297

47 fps? If you are on platform you cant get any other FPS values than 60, 30, 20, 15, 12,10, and then you get some strange ones. It has a 60Hz refresh rate and everyone should be using vsynch, so only fps values that are 60/x (x = int) can work. Anyways, FPS is not a very good way of testing code sp...
by CyberBill
Mon Dec 12, 2005 6:57 pm
Forum: PSP Development
Topic: My program becomes slower each time I define a function!
Replies: 5
Views: 2297

I cant download the file to see exactly how you're doing this, but a bigger program should not be slower. Depending on what you're doing cache misses can be an issue, but honestly I think you're probably just going slower because of multithreading. If you want to run a test, Id suggest loading up th...
by CyberBill
Sun Dec 04, 2005 6:18 am
Forum: PSP Development
Topic: Does anyone recognize any of this?
Replies: 27
Views: 14747

Is that with a standard USB cable to a PC connected, or with the microphone connected?
by CyberBill
Sat Dec 03, 2005 3:41 pm
Forum: PSP Development
Topic: Hardware accelerated swizzling
Replies: 10
Views: 4323

How do you get that you cant unswizzle a texture in one function??

Its just moving bytes around, just undo it.
by CyberBill
Mon Nov 21, 2005 6:45 pm
Forum: PSP Development
Topic: Does anyone recognize any of this?
Replies: 27
Views: 14747

The USB chip is -NOT- host capable. Definately not. Nope. Never.

But that doesnt mean there wont be a lot of awesome uses for it. I mean, a mic!?!? Thats AWESOME! :D
by CyberBill
Tue Nov 08, 2005 2:51 pm
Forum: PSP Development
Topic: Learning C
Replies: 6
Views: 4121

http://www.cplusplus.com/ Thats where I learned C/C++ 5 years ago. :) Id also recomend picking up a compiler (Visual Studio 6 or better... VisualStudio.NET 2003, or even VisualStudio.NET 2005 which is in beta and FREE right now) and learning on Windows before jumping into PSP programming. Its much f...
by CyberBill
Sun Nov 06, 2005 9:19 pm
Forum: PSP Development
Topic: "Sensitivity" of inputs
Replies: 14
Views: 6720

sceCtrlReadBufferPositive() will set the "buttons" flags with the current state of the buttons (if the flag is present then that means the button is pressed down, if its not present then the button is not pressed). The code from weltall only handles half of this. What you really want to do...
by CyberBill
Thu Nov 03, 2005 9:11 am
Forum: PSP Development
Topic: "Sensitivity" of inputs
Replies: 14
Views: 6720

sceDisplayWaitVBlankStart() waits until the VSynch gets called to the OS. Its tied into the screen refresh rate, the PSP refreshes 60 times a second. So calling it 6 times in a tight loop essentially is the same thing as doing a sceKernelDelayThread( 6 * (1000000/60) ); which should be 100 milliseco...
by CyberBill
Thu Nov 03, 2005 8:44 am
Forum: PSP Development
Topic: "Sensitivity" of inputs
Replies: 14
Views: 6720

Dont use a counter. unsigned GetMilliseconds() { SceKernelSysClock clock; sceKernelGetSystemTime(&clock); unsigned time = clock.low / 1000; time += clock.hi * (0xFFFFFFFF / 1000); return time; } This gets the time. When someone pr...
by CyberBill
Thu Nov 03, 2005 6:21 am
Forum: PSP Development
Topic: "Sensitivity" of inputs
Replies: 14
Views: 6720

One cycle isnt enough. The typical way to do key holding is to set a timer when you press the key down, and once that timer reaches some value (400ms or so) you signal the output again, and then set the timer back to something like 300ms, so that the next signal only takes 100ms... This is how you g...